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About Eractnod

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    Stone Miner


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    Am I the only zen one around here?
  1. In 1.15.2 I used DeferredRegister to register all my blocks and items. In 1.16.1, DeferredRegister is private. Is this an error and if no, then what is the preferred method to register blocks and items in 1.16.1? public static final DeferredRegister<Block> BLOCKS = new DeferredRegister<>(ForgeRegistries.BLOCKS, MODID);
  2. That is what I thought. Thank you for the response.
  3. Just wondering if we are in a holding pattern on recipe registry, or am I missing something? @Deprecated //TODO Make IRecipe a registry public static IRecipe addShapedRecipe(ResourceLocation name, @Nonnull ItemStack output, Object... params) { throw new RuntimeException("TODO: Forge implement IRecipe registry"); //return CraftingManager.addRecipe(output, params); } @Deprecated //TODO Make IRecipe a registry public static void addShapelessRecipe(ResourceLocation name, @Nonnull ItemStack output, Ingredient... params) { throw new RuntimeExc
  4. Just tried to build my mod and am getting a No Such version exists error pointing to line 25 of the build.gradle file. This line is the forge version line. Stack trace error FAILURE: Build failed with an exception. * Where: Build file 'C:\Users\User\Documents\Minecraft forge\1.7.10_DamPower\build.gradle' line: 25 * What went wrong: A problem occurred evaluating root project '1.7.10_DamPower'. > No such version exists! * Try: Run with --info or --debug option to get more log output. * Exception is: org.gradle.api.GradleScriptException: A problem occurred evaluating root proje
  5. The reason why the vanilla json works in vanilla is the POWERED property is ignored. Just found this. When I built my doors, there was no ModelLoader yet, so had to add the POWERED property to the json to get it to work. Same went with my gates. this.registerBlockWithStateMapper(Blocks.oak_door, (new StateMap.Builder()).addPropertiesToIgnore(new IProperty[] {BlockDoor.POWERED}).build()); this.registerBlockWithStateMapper(Blocks.spruce_door, (new StateMap.Builder()).addPropertiesToIgnore(new IProperty[] {BlockDoor.POWERED}).build()); this.registerBlockWithSt
  6. Show your door blockstates.json file. If you just copied the vanilla one, then you will need to add the powered states to the file like your errors were showing. Or remove the powered property from your door block like CoolAlias said. Vanilla "facing=east,half=lower,hinge=left,open=false": { "model": "wooden_door_bottom" }, My custom door "facing=east,half=lower,hinge=left,open=false,powered=true": { "model": "telvarianexpanse:door_purpleheart_bottom" },
  7. I think your woodPlank should be plankWood. This is what I have for ore dictionary recipe in my 1.8 mod. for(ItemStack s : OreDictionary.getOres("plankWood")) { GameRegistry.addRecipe(new ItemStack(TEBlocks.woodenDrawBridge), new Object[]{"SSS", "III","SSS", 'S', (s), 'I', Blocks.iron_block}); }
  8. Unless you changed some filenames in your assets from the screen shots in the above posts, it should have worked. This is what I have with my modeled lamps which are two blocks tall. Blockstates Filename TEFloorLamp.json { "variants": { "normal": { "model": "telvarianexpanse:lamp_floor" } } } Models.Blocks Filename lamp_floor.json with the texture name of floorLamp.png { "parent": "block/cube_all", "textures": { "all": "telvarianexpanse:blocks/floorLamp" } } Models.items Filename TEFloorLamp.json { "parent": "built
  9. The Blockstates json needs to point to the blocks json file. Try { "variants": { "normal": { "model": "fruitsmodpro:Tisch" } } }
  10. Show your Blockstates Tisch.json and your models.blocks Tisch.json please
  11. It is in the equation. You can harvest wood with your hand, but can not harvest cobblestone with your hand. You can break both with your hand. Since you can harvest wood with your hand the divisor is 30. You can't harvest cobblestone, so the divisor is 100. That is the difference.
  12. Not sure if this will help, but to fix shadowing on my stairs I had to useNeighborBrightness = true;
  13. Instead of "particle": "#side", try "particle": "#0". If this doesn't work then I would try "particle":"sureencore:blocks/zombie_spawner_north",. I think the second one would work better.
  14. In your Model Block json, since you are not using a parent json, try adding a particle texture to the bottom of your texture section "textures": { "0": "sureencore:blocks/zombie_spawner_north", "particle": "#side" },
  15. BlockState json file needs a ',' at the end of each line. Last line should have no punctuation. { "variants": { "age=0": { "model": "sureencore:zombie_spawner_block" }, "age=1": { "model": "sureencore:zombie_spawner_block" }, .... "age=15": { "model": "sureencore:zombie_spawner_block" } } }
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